Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_sysevents.cc @ 4165:3b8ac3d311a2 SDL-1.2
Hello.
This patch provides basic support for video on the Sony PS3
Linux framebuffer. Scaling, format-conversion, and drawing is
done from the SPEs, so there is little performance impact to
PPE applications. This is by no means production quality code,
but it is a very good start and a good example of how to use the
PS3's hardware capabilities to accelerate video playback on
the box.
The driver has been verified to work with ffplay, mplayer and xine.
This piece of software has been developed at the IBM R&D Lab
in Boeblingen, Germany and is now returned to the community.
Enjoy !
Signed-off-by: D.Herrendoerfer < d.herrendoerfer [at] de [dot] ibm [dot] com >
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 02 Apr 2009 04:06:55 +0000 |
parents | a1b03ba2fcd0 |
children | 0620847bf1a8 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include <support/UTF8.h> #include <stdio.h> #include <string.h> #include "SDL_error.h" #include "SDL_events.h" #include "SDL_BWin.h" #include "SDL_lowvideo.h" static SDLKey keymap[128]; int mouse_relative = 0; extern "C" { #include "../../events/SDL_sysevents.h" #include "../../events/SDL_events_c.h" #include "SDL_sysevents_c.h" void BE_PumpEvents(_THIS) { } void BE_InitOSKeymap(_THIS) { for ( uint i=0; i<SDL_TABLESIZE(keymap); ++i ) keymap[i] = SDLK_UNKNOWN; keymap[0x01] = SDLK_ESCAPE; keymap[B_F1_KEY] = SDLK_F1; keymap[B_F2_KEY] = SDLK_F2; keymap[B_F3_KEY] = SDLK_F3; keymap[B_F4_KEY] = SDLK_F4; keymap[B_F5_KEY] = SDLK_F5; keymap[B_F6_KEY] = SDLK_F6; keymap[B_F7_KEY] = SDLK_F7; keymap[B_F8_KEY] = SDLK_F8; keymap[B_F9_KEY] = SDLK_F9; keymap[B_F10_KEY] = SDLK_F10; keymap[B_F11_KEY] = SDLK_F11; keymap[B_F12_KEY] = SDLK_F12; keymap[B_PRINT_KEY] = SDLK_PRINT; keymap[B_SCROLL_KEY] = SDLK_SCROLLOCK; keymap[B_PAUSE_KEY] = SDLK_PAUSE; keymap[0x11] = SDLK_BACKQUOTE; keymap[0x12] = SDLK_1; keymap[0x13] = SDLK_2; keymap[0x14] = SDLK_3; keymap[0x15] = SDLK_4; keymap[0x16] = SDLK_5; keymap[0x17] = SDLK_6; keymap[0x18] = SDLK_7; keymap[0x19] = SDLK_8; keymap[0x1a] = SDLK_9; keymap[0x1b] = SDLK_0; keymap[0x1c] = SDLK_MINUS; keymap[0x1d] = SDLK_EQUALS; keymap[0x1e] = SDLK_BACKSPACE; keymap[0x1f] = SDLK_INSERT; keymap[0x20] = SDLK_HOME; keymap[0x21] = SDLK_PAGEUP; keymap[0x22] = SDLK_NUMLOCK; keymap[0x23] = SDLK_KP_DIVIDE; keymap[0x24] = SDLK_KP_MULTIPLY; keymap[0x25] = SDLK_KP_MINUS; keymap[0x26] = SDLK_TAB; keymap[0x27] = SDLK_q; keymap[0x28] = SDLK_w; keymap[0x29] = SDLK_e; keymap[0x2a] = SDLK_r; keymap[0x2b] = SDLK_t; keymap[0x2c] = SDLK_y; keymap[0x2d] = SDLK_u; keymap[0x2e] = SDLK_i; keymap[0x2f] = SDLK_o; keymap[0x30] = SDLK_p; keymap[0x31] = SDLK_LEFTBRACKET; keymap[0x32] = SDLK_RIGHTBRACKET; keymap[0x33] = SDLK_BACKSLASH; keymap[0x34] = SDLK_DELETE; keymap[0x35] = SDLK_END; keymap[0x36] = SDLK_PAGEDOWN; keymap[0x37] = SDLK_KP7; keymap[0x38] = SDLK_KP8; keymap[0x39] = SDLK_KP9; keymap[0x3a] = SDLK_KP_PLUS; keymap[0x3b] = SDLK_CAPSLOCK; keymap[0x3c] = SDLK_a; keymap[0x3d] = SDLK_s; keymap[0x3e] = SDLK_d; keymap[0x3f] = SDLK_f; keymap[0x40] = SDLK_g; keymap[0x41] = SDLK_h; keymap[0x42] = SDLK_j; keymap[0x43] = SDLK_k; keymap[0x44] = SDLK_l; keymap[0x45] = SDLK_SEMICOLON; keymap[0x46] = SDLK_QUOTE; keymap[0x47] = SDLK_RETURN; keymap[0x48] = SDLK_KP4; keymap[0x49] = SDLK_KP5; keymap[0x4a] = SDLK_KP6; keymap[0x4b] = SDLK_LSHIFT; keymap[0x4c] = SDLK_z; keymap[0x4d] = SDLK_x; keymap[0x4e] = SDLK_c; keymap[0x4f] = SDLK_v; keymap[0x50] = SDLK_b; keymap[0x51] = SDLK_n; keymap[0x52] = SDLK_m; keymap[0x53] = SDLK_COMMA; keymap[0x54] = SDLK_PERIOD; keymap[0x55] = SDLK_SLASH; keymap[0x56] = SDLK_RSHIFT; keymap[0x57] = SDLK_UP; keymap[0x58] = SDLK_KP1; keymap[0x59] = SDLK_KP2; keymap[0x5a] = SDLK_KP3; keymap[0x5b] = SDLK_KP_ENTER; keymap[0x5c] = SDLK_LCTRL; keymap[0x5d] = SDLK_LALT; keymap[0x5e] = SDLK_SPACE; keymap[0x5f] = SDLK_RALT; keymap[0x60] = SDLK_RCTRL; keymap[0x61] = SDLK_LEFT; keymap[0x62] = SDLK_DOWN; keymap[0x63] = SDLK_RIGHT; keymap[0x64] = SDLK_KP0; keymap[0x65] = SDLK_KP_PERIOD; keymap[0x66] = SDLK_LMETA; keymap[0x67] = SDLK_RMETA; keymap[0x68] = SDLK_MENU; keymap[0x69] = SDLK_EURO; keymap[0x6a] = SDLK_KP_EQUALS; keymap[0x6b] = SDLK_POWER; } }; /* Extern C */ void SDL_BWin::DispatchMessage(BMessage *msg, BHandler *target) { switch (msg->what) { case B_MOUSE_MOVED: { SDL_VideoDevice *view = current_video; BPoint where; int32 transit; if (msg->FindPoint("where", &where) == B_OK && msg->FindInt32("be:transit", &transit) == B_OK) { int x, y; GetXYOffset(x, y); x = (int)where.x - x; y = (int)where.y - y; //BeSman: I need another method for cursor catching !!! if (view->input_grab != SDL_GRAB_OFF) { bool clipped = false; if ( x < 0 ) { x = 0; clipped = true; } else if ( x >= SDL_VideoSurface->w ) { x = (SDL_VideoSurface->w-1); clipped = true; } if ( y < 0 ) { y = 0; clipped = true; } else if ( y >= SDL_VideoSurface->h ) { y = (SDL_VideoSurface->h-1); clipped = true; } if ( clipped ) { BPoint edge; GetXYOffset(edge.x, edge.y); edge.x += x; edge.y += y; ConvertToScreen(&edge); set_mouse_position((int)edge.x, (int)edge.y); } transit = B_INSIDE_VIEW; } if (transit == B_EXITED_VIEW) { if ( SDL_GetAppState() & SDL_APPMOUSEFOCUS ) { SDL_PrivateAppActive(0, SDL_APPMOUSEFOCUS); be_app->SetCursor(B_HAND_CURSOR); } } else { if ( !(SDL_GetAppState() & SDL_APPMOUSEFOCUS) ) { SDL_PrivateAppActive(1, SDL_APPMOUSEFOCUS); SDL_SetCursor(NULL); } if ( mouse_relative ) { int half_w = (SDL_VideoSurface->w/2); int half_h = (SDL_VideoSurface->h/2); x -= half_w; y -= half_h; if ( x || y ) { BPoint center; GetXYOffset(center.x, center.y); center.x += half_w; center.y += half_h; ConvertToScreen(¢er); set_mouse_position((int)center.x, (int)center.y); SDL_PrivateMouseMotion(0, 1, x, y); } } else { SDL_PrivateMouseMotion(0, 0, x, y); } } } break; } case B_MOUSE_DOWN: { /* it looks like mouse down is send only for first clicked button, each next is not send while last one is holded */ int32 buttons; int sdl_buttons = 0; if (msg->FindInt32("buttons", &buttons) == B_OK) { /* Add any mouse button events */ if (buttons & B_PRIMARY_MOUSE_BUTTON) { sdl_buttons |= SDL_BUTTON_LEFT; } if (buttons & B_SECONDARY_MOUSE_BUTTON) { sdl_buttons |= SDL_BUTTON_RIGHT; } if (buttons & B_TERTIARY_MOUSE_BUTTON) { sdl_buttons |= SDL_BUTTON_MIDDLE; } SDL_PrivateMouseButton(SDL_PRESSED, sdl_buttons, 0, 0); last_buttons = buttons; } break; } case B_MOUSE_UP: { /* mouse up doesn't give which button was released, only state of buttons (after release, so it's always = 0), which is not what we need ;] So we need to store button in mouse down, and restore in mouse up :( mouse up is (similarly to mouse down) send only for first button down (ie. it's no send if we click another button without releasing previous one first) - but that's probably because of how drivers are written?, not BeOS itself. */ int32 buttons; int sdl_buttons = 0; if (msg->FindInt32("buttons", &buttons) == B_OK) { /* Add any mouse button events */ if ((buttons ^ B_PRIMARY_MOUSE_BUTTON) & last_buttons) { sdl_buttons |= SDL_BUTTON_LEFT; } if ((buttons ^ B_SECONDARY_MOUSE_BUTTON) & last_buttons) { sdl_buttons |= SDL_BUTTON_RIGHT; } if ((buttons ^ B_TERTIARY_MOUSE_BUTTON) & last_buttons) { sdl_buttons |= SDL_BUTTON_MIDDLE; } SDL_PrivateMouseButton(SDL_RELEASED, sdl_buttons, 0, 0); last_buttons = buttons; } break; } case B_MOUSE_WHEEL_CHANGED: { float x, y; x = y = 0; if (msg->FindFloat("be:wheel_delta_x", &x) == B_OK && msg->FindFloat("be:wheel_delta_y", &y) == B_OK) { if (x < 0 || y < 0) { SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELDOWN, 0, 0); SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELDOWN, 0, 0); } else if (x > 0 || y > 0) { SDL_PrivateMouseButton(SDL_PRESSED, SDL_BUTTON_WHEELUP, 0, 0); SDL_PrivateMouseButton(SDL_RELEASED, SDL_BUTTON_WHEELUP, 0, 0); } } break; } case B_KEY_DOWN: case B_UNMAPPED_KEY_DOWN: /* modifier keys are unmapped */ { int32 key; int32 modifiers; int32 key_repeat; /* Workaround for SDL message queue being filled too fast because of BeOS own key-repeat mechanism */ if (msg->FindInt32("be:key_repeat", &key_repeat) == B_OK && key_repeat > 0) break; if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) { SDL_keysym keysym; keysym.scancode = key; if (key < 128) { keysym.sym = keymap[key]; } else { keysym.sym = SDLK_UNKNOWN; } /* FIX THIS? it seems SDL_PrivateKeyboard() changes mod value anyway, and doesn't care about what we setup here */ keysym.mod = KMOD_NONE; keysym.unicode = 0; if (SDL_TranslateUNICODE) { const char *bytes; if (msg->FindString("bytes", &bytes) == B_OK) { /* FIX THIS? this cares only about first "letter", so if someone maps some key to print "BeOS rulez!" only "B" will be used. */ keysym.unicode = Translate2Unicode(bytes); } } SDL_PrivateKeyboard(SDL_PRESSED, &keysym); } break; } case B_KEY_UP: case B_UNMAPPED_KEY_UP: /* modifier keys are unmapped */ { int32 key; int32 modifiers; if (msg->FindInt32("key", &key) == B_OK && msg->FindInt32("modifiers", &modifiers) == B_OK) { SDL_keysym keysym; keysym.scancode = key; if (key < 128) { keysym.sym = keymap[key]; } else { keysym.sym = SDLK_UNKNOWN; } keysym.mod = KMOD_NONE; /* FIX THIS? */ keysym.unicode = 0; if (SDL_TranslateUNICODE) { const char *bytes; if (msg->FindString("bytes", &bytes) == B_OK) { keysym.unicode = Translate2Unicode(bytes); } } SDL_PrivateKeyboard(SDL_RELEASED, &keysym); } break; } default: /* move it after switch{} so it's always handled that way we keep BeOS feautures like: - CTRL+Q to close window (and other shortcuts) - PrintScreen to make screenshot into /boot/home - etc.. */ //BDirectWindow::DispatchMessage(msg, target); break; } BDirectWindow::DispatchMessage(msg, target); }